Pixel Python RPG: Repurposing an Entertainment Game to an Open Educational Resource for Computer Programming Fundamentals

Artigo de evento
Data de publicação
Proceedings - 2021 16th Latin American Conference on Learning Technologies, LACLO 2021
Citações (Scopus)
Silva J.P.D.
Pimentel P.H.G.
Pimentel L.G.
Silveira I.F.
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© 2021 IEEE.Undergraduate students from courses related to Computer Programming often face barriers such as insufficient prerequisites for difficult subjects and lack of motivation. Completing abstract tasks such as logical reasoning, algorithm design, and programming is often more difficult than usual. On the other hand, these young students are very attracted to video games, especially in social distance protocols as a result of the COVID-19 pandemic and can spend many hours playing video games. Thus, educators can try to use video games as educational tools in an attempt to motivate and engage the study in a more playful way and closer to the interactivity of games that most students are already used to. In this sense, the purpose of this article is to present the reuse of a conventional open source 2D Point Click game, aimed at entertainment, in an educational RPG game to teach the fundamentals of Computer Programming that can be used on a Web-based platform and incorporated into parts of the Emergency Remote Education classes. An alpha version of the educational game was delivered, in Portuguese, and a subjective experiment was carried out with a sample of 14 IT students and the results of the article show that the reuse of the game was made directly and can be redistributed as an open educational resource form.
Assuntos Scopus
Educational game , Emergency remote teaching , Game repurposing , Open educational resources , Programming fundamentals , Remote teaching , Repurposing , Reuse , Undergraduate students , Video-games
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